Been thinking about this one and I think that if I were going to set up a server, this would be one of the most important mods. So thinking along those lines, the ideal would be to have a cross roads and the ability to have a grid of roads every 200 to 1000 nodes depending. The ability to place signs with street numbers would be fun as well. The intersection of West Avenue 20 and North Avenue 5 for example.

It is great, I just tested it with Carpathian and the seed 88888888. This gives me a nice rich very sloped starting area to test things with. I love it, but yes the intersections don't.I suspect that a small plaza could easily override the issues and make a spot for four nice buildings to be made by players. With a fountain every so often, the plaza might even be fancy. :)

Playing around with it, I had to make a base world set up and then replace the files inside so I didn't have to go through set up over and over. When I reduce sinspread and make the roads nearly straight, It still has horizontal and verticle offsets that are not consistent. If the intersection in underground and they do meet, then walls still block it. I think that if the math harmonized to the same x and y at the same position. Even that seems hard.

My best model would be a plane with only the roads drawn. Imagine that a flowing rippling plane was made over the entire surface cutting through in some places and riding the surface in others. Then imagine the roads were the only part of this plane that was built and the walls where then placed outside the road if the road is underground. I love the crossroads though. It makes things less of a pain without making things easy. With MOBs that spawn in darkness it makes things fairy vicious.

I was thinking of the possibility to add SOMETHING at the end of the road... which would be harder to use at every kilometer (traps, ambushes, damaged sections). I know this is pretty ambitious but it would be very nice!

Deadlock wrote:Some of these things seem a bit difficult ( not even shure how to build traps in MT at all) but i'll add damaged sections to my list.

Sand at the top edges of cliffs is one of the better common traps built into Minetest. Gravel that falls exposing lava is a real corker.The best trap was when I used a rope box to climb down to the bottom of a chasm. Till you leave the rope you can't set a torch. So I had to step away from the rope to place a torch. I of course was on a ledge and I stepped off a cliff that I could not see at the time.

Deadlock wrote:after that i'll take a look into more decorations. on my list i have signs, fountains and little settlements made out of roadside-houses. gladly taking suggestions ( and schematics) for that.

Thinking on this, small western towns around intersections or small English or European villages would be nice. If the buildings stick to particular lengths and widths while having a walkway in front of them, they could easily be matched to the curves of the road and placed at random. A few designs that combine a few blocs would allow for court houses, pubs, inns, shops, houses and jails. It is a pity that thatch doesn't exist, but I think flat roofs can make things interesting.

I am debating the best plans for models. With blocks that only appear if air is present, balconies, porches and interconnected buildings could be included to add more interest. I am planning to throw together a few models while avoiding any extra dependencies. This will make for fairly simple buildings. Unless you have a plan that would work better for you, I will try to make the buildings 9 blocks wide, by 18 blocks deep and 9, 18 or 27 blocks high so they can have several stories and rotate together. The same buildings altered to be made of stone, cobble or sandstone could make interesting underground dwellings.

I had some problems implementing the option to raise the height of the anchor-points of the road. Turned out they were dumbness related. So now i'm back on the track. Thelowerroad is again feature-complete at version 1.2.1.

I made a post for the lowercrossroads-mod: viewtopic.php?f=9&t=19036Now i'm ready to start implementing the planned features for that. Further discussions over there, please.